[quote who="Mtrixis" reply="4" id="3071330"]Don't really want to see a system like this. The game already has armor with bonuses against different attack types, but it's not something I'm ever going to go out of my way to utilize - check the stats of every enemy in every fight and then swap out my equipment or bring different troops? No thanks, too much of a micro mess.[/quote] System is way underused though. Mounted troops don't even have weakness to piercing attacks.
Stupidity10
Heres some Simplish ways to make tactical cobat worth it Territory &
Im hoping that current mounts are just place holders and at least they will increase resistance to blunt and reduce piercing resistance. A bonus to spears and lances for mounted troops would definetly be great. How about a charge ability where they wait a turn for + 1movement and +2 attack or something. large cooldown of course. Also mounts really need to cancel out other movement bonuses to help the game balance. Pathfinder boots shouldn't make your horse run faster anywa
Definetly needed, especially when applied to monsters, Rock spiders and stone golems should resist piercing, ogres should resist blunt, ect ect.
First of all let me say that i know there are a hundred other posts like this (OrleanKnight's) but I need to get this off my chest or I just might Explode. I Just auto calc every combat I can because honestly, it's horrible. Here's Why and some simplish fixes <span style="text-decoration: un
How about punishingly mind numbing, there's no excuse for overly simple tactical battle beyond ineptness or lazyness. Any simpler and we would be playing online checkers. We could draw little faces on them or spiders!
[quote who="OrleanKnight" reply="21" id="3071139"]What discourages me is that the current build of FE is 0.77, yet I feel it should be: 0.077. Though this game has been in development since 2009, this game has a long, long, long road ahead. Elemental is an ambitious project, and I have a feeling that FE is finally getting into the concepts that Elemental should focus on. Just I feel that the whole games needs to be re-built really, as it's clear the what w
FE can only improve by ripping off of classic games like HOMM, Warhammer and MOM. The tavern could be a great tool to check out quests, rumors and buy heroes. With some nice folky music and jolly voices in the background. Beats the current system hands down.
Agree wholeheartedly While were at it how about we balance Shadow World, the spell that summons hordes of death demon army's for like 3 mana a turn.
Uncomfortable silence from the devs.... Might vs Magic is a stupid argument, neither is better because both are so broken Magic is slightly more ridiculous when tactical spells become free and you've got 12+ shards Warriors though can get like Charge+Impulsive+Quick+Fast+Compass+Master Scout+Warg+Uber Weapon=running across battlefield and triple striking for like 80dmg. Once had 5 Heroes who could do this. Whole Magic system is unbalanced lik
[quote who="Alstein" reply="57" id="3070962"]Idea: Maybe champions can only kill 1 unit per turn/unless they have certain abilities such as double strike, or use magic. Double strike would allow killing of two units. Monsters would keep their ability. Sweep would be 1 unit per square This would nerf champs vs armies, but leave the other balance intact. It also makes some sort of logical sense. I can see ch
[quote who="Kamamura_CZ" reply="12" id="3071012"] Quoting Emperor_Nero, reply 11Thanks for writing this essay on the state of FE, haha. It discourages me though because it seems the game is only mediocre in it's current state and it seems that there are a lot of these that are saying the same thing. The only hope is that the devs will take these to heart and make the game better before release, otherwise it is going to be another WoM fiasco. Well, to be fair, I don&#
Good point with the archmage late game. I meant Multi element/school spells which are in the game. I think theres only 1 per combo though. Off top of head Soulburning: Death Fire single target dmg Obscuring Fog: Air Water army dodge boost Contagion: Death Something
It's the Initiative and movement bonuses that really overpower champions. Impulsive+Charge+Fast+Quick+Pathfinderboots+Compass+Warg+Magic Uber Weapon= crossing the map and triple attacking, each hit taking out a stack of guys. Need a limit on how many units in a stack you can kill with one blow and change some items/talents around. Magic right now is an unblanced joke.
[quote who="mastroego" reply="4" id="3070933"]Frankly, the whole Adventuring Tech Tree seems just a left-over from EWoM, almost as if Derek couldn't summon the courage to ditch everything that was wrong in EWoM, in a [good-hearted] attempt to salvage at least some of the original concepts. Further proof of it is the fact that it collects elements that have little to do with each other. Imho, to be an "adventurer" you don't fund research and scholars, you just go advent
Agree 100% OrleanKnight Whole Magic system is unbalanced like crazy. +Int is basically useless unless for some odd reason you wanna try to blind dragons instead on just killing them. +Upkeep on spells is so high (1?) that no one uses them and just nukes everything with tactical spells +Mid lv Mage Champions can cast super powerful tactical spells with unlimited mana even though they have horrible Int due to overpowered talents. +90% of spells are useles
If your SOV can hire any champion he is equal in lv too then leveling your SOV becomes the game. Why even bother with cities? Just quest for loot and gildar till you and your hero horde steamrolls the map.I realize that a adventruing tech is a little strange but just removing it would be totally unbalanced. Archers are way underpowered vs champions and monsters, which are the only things that matter really. I do agree that Mana needs reworked.
More interesting and varied quests and events is always a good thing. Especially if they start with anything other than you walking in a cave. Wishlist: + Def Bonus against things attacking over rivers. + Actual walls to put archers on. Watch tower? + sight and a unit of archer militia (Not HOMM towers Plz) + Moats to slow attackers? + High maintenance building that like double crystal/metal produced by cities. +Wonder that increases exp of garr
Just upgrades that fortify it/increase controlling area and maybe heal garrisoned troops faster.
Didn't really like the new monster tech in WOM Garisi. Just a natural or random event lair creation would be fine. Always felt weird that a tech could control monsters. No reason that Darkling warriors would require anything beyond Training. Rushing Wild/Darklings should be a legitimate strategy, with shamans and Warg riders unlocked later.. Keep them options open. @BeardyDan: That's a great post! Agree with everything, especially customizing darklings/humanoids and&nb
OrleanKnight is right, units of troops need to be redesigned. It's really starting to worry me how many basic mistakes are being repeated from WOM. Please Don't be lazy or unambitious! Use us beta testers to our full potential and experiment! *Ya I know it's still early Beta*
Well beyond what I said about limiting how many guys in a unit a champion can kill in one strike.Another part of the problem isn't just their strength but their stacking movement and initiative bonuses. Ive had multiple champion groups that could cross the battlefield and triple attack with a charge bonus. Also like in WOM champions dont require base materials for items they buy allowing you to spend just gold to get them horses and chainmail, even if you don't actually have h
Individual units attacking is too simple. There really needs to be a limit on how many guys can do and take damage in a unit. It just opens up so much more strategic and talent/weapon options. It would work with the rock paper scissors approach well. With mages good against groups and warriors against single units. Assasins could be given multiple attacks with daggers. + it would really help balance and DEFINE champions.
I don't get this bug, i can buy heroes when i get the tech. Although i can buy lv 3 heroes without exploration.
First of all ive played a lot of games as Umber and I have too say that monsters are completly underwhelming. So ive got some suggestions about monsters found in the wild and ones that you build and command. Monsters in the wild come in two extremes it seems. 1 basic guy champions can solo and a 3-5 guys led by a tougher guy that generally just sits on a lair in a pile. I HATE this sooooo much. It makes no sense to do this at all. Lairs should spawn slowly but consist